Page 1 of 1

Compile Error: SetupGrid: malloc failed....

Posted: Tue Jul 06, 2004 10:26 am
by Whisky
Hello all,

First of all, let me indroduce Colditz Castle, the map we are going to release soon... if we sort out the actual problem :cry:

Image

Image

Image

Image

This map will be available in 8 differents modes:

Deadmatch Modes:
* Free-For-All
* Team dead match
* Catch the Flag

Objective Modes:
* Escaping Colditz (1 player has to escape)
* Rescue the prisoners (AIs :twisted: ) without respawn (1 of them to save)
* Rescue the prisoners with respawn (5 to save)
* Blown up the vehicule(s)
* Activate the radio/Backup the documents

So I let you imagine the huge piece of mapping and scripting we've made there... :shock:

OK here's my prob: I've got this compil error after the end of the lighting models phase, so close to the end.

Code: Select all

************ ERROR ************
SetupGrid: malloc failed on -627681856 bytes
This is a problem that I had encounter once 1 year ago, as I can remember he cames because I had too much lights in my map. But no, here it is not as simple as that, the compile goes crashing even if I remove all the lights! :x
I know we have reached the limits of the game, and I hope this is not on too many differents points, so far we have already tried to compile without pathnodes, without lights, without doors and with less models, nothing has changed :(
Here's an overview of the map features, from a mapping point of view:

About 13000 faces
About 6000 brushes
About 1700000 Vis datasize
334 lights
189 script objects
196 windows
40 doors
419 pathnodes
42 triggers

I hope anyone of you have an idea on how this problem can be sorted, coz we are in a real sh!t :cry:

Cheers,

Whisky.

light

Posted: Tue Jul 06, 2004 5:27 pm
by tltrude
Basically, your computer does not have enough memory allocated to do the light compile (627Mb +). Here is another thread that talks about it.

/forum/viewtopic.php?t=6280&highlight=malloc

Your map is very cool! It looks just like the one in Commandos 2. I hope yours has a glider--ha ha!

Re: light

Posted: Tue Jul 06, 2004 10:43 pm
by Whisky
OK we have decided to move forward on an older version, hope we will not have this problem again in a few days... :?
tltrude wrote:Basically, your computer does not have enough memory allocated to do the light compile (627Mb +). Here is another thread that talks about it.
Yeah I knew that... by the way now I can bring you the proof that if you have this message on your computer, it's useles to try again on a powerfull machine, the result will be exactly the same :? I get this error after a compile on a server that I have to test, specifications: Duo Xeon 3Ghz CPU - 2 Go RAM :P
tltrude wrote: /forum/viewtopic.php?t=6280&highlight=malloc
My dear trude, if the counter below my pic display only the ridiculous value of 9 messages posted , it is because I know this gold forum from deep to high and I must say that I find here a resolution for 99% of my modding issues 8-) So the 5 posts speaking about my actual problem have been read since a long time... thanks anyway :wink:
tltrude wrote: Your map is very cool! It looks just like the one in Commandos 2. I hope yours has a glider--ha ha!
Thanks m8! :D Dont worry I didnt forgot the glidder and also not many other details like that... 8-)

Whisky[MadModder] :twisted:

Posted: Wed Jul 07, 2004 12:43 am
by Balr14
MAlloc failure occurs because the compiler is looping until it runs out of memory, doesn't matter how much memory you have. Please post your console log and indicate which compile this is occurring in (bsp, vis or rad). I suspect it's bsp, so lights would have no bearing. You are nowhere near the limits of the game, but you have way too much vis data. I'm guessing bsp can't calculate some leafnodes, judging from the shapes and angles I see and lack of detail brushes.

A loop that causes a memory failure can occur for lots of reasons: to many lights and they overlap, difference between max height and max depth of the map is too great, angles that cause conflicts in calculating leafnodes, too many entities, etc.

Posted: Wed Jul 07, 2004 5:53 pm
by Whisky
Thanks for this Higly accurate & technical reply, I was not waiting for more 8-)

Cheers,


Whisky[MadModder] :twisted:

Posted: Wed Jul 07, 2004 5:55 pm
by lizardkid
no need to be rude about it, they're just trying to help you. if you posted the console log then maybe you wouldn't have to backtrack.

Posted: Wed Jul 07, 2004 7:21 pm
by Whisky
lizardkid wrote:no need to be rude about it, they're just trying to help you. if you posted the console log then maybe you wouldn't have to backtrack.
:evil:

Where have u seen that I have been rude with someone????

Learn to read and you will maybe understand that my last reply was a big thanks to Barl for his "Higly accurate & technical reply".

Nobody else has someday given a explanation like that about the "Malloc Failed" problem, never here, neither on TMT forum. To say "this problem is due to an unffcicient memory" is an evidence, replying like Barl does is not. THIS is the right issue and THIS is sufficient enough for me to correct my map, and its the reason why I dont post my console message (and also because I'm able to read a console message alone) :roll:

Thanks again to trude and Barn.

Whisky[MadModder] :twisted:

Posted: Wed Jul 07, 2004 8:48 pm
by lizardkid
i see. :?

it seemed to me that you were being sarcastic with your
highly accurate and technical response
. as well as with
i was not waiting for more
seemed to me that you were disregarding his help.
Learn to read
there's no way you can tell me this isn't "meanie" :lol: i understand you took offense at my misunderstanding.
btw, what's reading?
j/k

Posted: Wed Jul 07, 2004 8:52 pm
by Whisky
Ther's no problem 8-)

Posted: Wed Jul 07, 2004 11:00 pm
by Balr14
I'm not offended. My answers are usually rather short and technical, when I'm inclined to answer at all. I usually let everyone else go first. If a mapper understands what I'm saying, great.

There is one other cause for this failure I've observed (and there are probably many I haven't observed). The compiler will attempt to consolidate adjoining brushes or meshes with the same texture, for calculating leafnodes. Too many adjoining brushes or meshes with the same texture can cause a memory failure.

Posted: Thu Jan 03, 2008 1:22 pm
by Aquamarin
Hello!
I had the same prob:

Code: Select all

.
.
.
40) Model: static/tree_birch.tik
41) Model: static/tree_birch.tik
42) Model: static/tree_oak.tik
43) Model: static/tree_oak.tik
44) Model: static/tree_oak.tik
45) Model: static/tree_oak.tik
46) Model: static/tree_oak.tik
47) Model: static/tree_oak.tik
48) Model: static/tree_oak.tik
49) Model: static/tree_oak.tik
Total Models Lit: 50
Total Vertecies Lit: 4706
Total Vertecies that were in Solid Leafs: 202
Data Size: 23290 bytes

************ ERROR ************
SetupGrid: malloc failed on 326989152 bytes
I?m missin? the compress_light, and so on...

My basic-infos:
26792 files in pk3 files
reading E:\EAGAME~1\MOHAA\main\maps\obj_padernoster5_6.bsp
vis_derived = 0
reading E:\EAGAME~1\MOHAA\main\maps\obj_padernoster5_6.prt
2092 portalclusters
6728 numportals
5986 numfaces
visdatasize:552296

Where can be the "loop"?